Applying our Maps

After saving a .jpg copy of every map, fire up max and create a new "blend type material", make a new raytrace type material "material 2" slot for that blend material and rename the new raytrace material "leaf shader". Apply the maps to there
corresponding channel, color- for the diffuse channel, bump channel (Give the bump amount a value of 50), specular-specular
level channel, specular color, and the diffusion channel. For now don't apply the dirt, translucency, luminosity and
reflection maps, those will be covered in the three following sections: Faking blurry refractions using reflections, faking translucency and creating the dirt shader.